Maneuvers: At each level odd-numbered level, you gain a new maneuver known from any discipline you had previously taken maneuvers from, before taking levels in this class. You must meet a maneuver's prerequisite to learn it. You add your full kelir swordmaster level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, and 9th level, you gain an additional maneuver readied per day.

Spellcasting: At each level except for 1st and 8th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine or arcane spellcasting class before becoming a kelir swordmaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Sylvan Quickness (Ex): Through the same odd natural magic that protects nymphs, the kelir swordmaster can ready himself much quicker than most, stopping most threats before they ever have time to manifest as such. At 1st level, the kelir swordmaster adds his Charisma modifier to his Reflex saves and Initiative modifier, instead of Dexterity.

Stance of the Charming Blade (Ex): A kelir swordmaster's hallmark is the ability to perfectly blend their inherent magic with years of battle training. At 10th level, when you initiate a successful strike against an opponent, you may immediately cast a spell of the Illusion or Enchantment schools as a swift action. This spell gains an increase to caster level equal to your Charisma modifier. This spell does not provoke attacks of opportunity. You may use this ability a number of times per day equal to your Charisma modifier.

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If a kelir swordmaster violates his oath of fealty, or if he neglects to rededicate his vows for more than two years, he loses all abilities granted by this prestige class until he atones or swears his oath anew.

An elite warrior among your people, you might see yourself as an example to them, a picture of what they should aspire to become. On the other hand, a handful are nothing more than savage beasts and perverts, looking for people to corrupt and bodies to rend. Each swordmaster desires to be the best, and as such they often try to discover new and exotic fighting styles, a practice which might take them all over the planes.

Combat: Since no-two swordmasters are the same, each individual might use wildly different tactics in combat, although most prefer to buff themselves with magic before diving into combat. Once in combat, they tend to utilize enchantment magic to turn their enemies to their side, at least for a little while.

Advancement: Kelir swordmasters are, at their core, hybrids. Learning a mix of magic and weapon skills, they should focus on advancing both, whether through this class or similar ones.

Resources: Besides the Faerie Courts, the swordmasters have no true organization, although if commanded to do so by their Queen, they will work together.
The kelir swordmasters are not affiliated with the Dark Hunters, although many swordmasters start their career as a warrior among their ranks.

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->

DC

Result

11

<-not so common knowledge->.

16

<-rare information->.

21

<-very rare information->.

26

<-information so obscure that members of this class might not even know it->.

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